2019 IEEE Visualization Conference (VIS) 2019
DOI: 10.1109/visual.2019.8933539
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Efficient Space Skipping and Adaptive Sampling of Unstructured Volumes Using Hardware Accelerated Ray Tracing

Abstract: a) (b) (c) (d) Figure 1: Performance improvement of our method on the 278 million tetrahedra Japan Earthquake data set. (a) A reference volume ray marcher without our method, at 0.9 FPS (1024 2 pixels) on an NVIDIA RTX 8000 GPU. (b) A heat map of relative cost per-pixel in (a). (c) and (d), the same, but now with our space skipping and adaptive sampling method, running at 7 FPS (7× faster). ABSTRACTSample based ray marching is an effective method for direct volume rendering of unstructured meshes. However, sam… Show more

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Cited by 31 publications
(13 citation statements)
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“…Reformulating one's algorithm is, of course, not always possible or efficient. For example, the problem domain must be embeddable in R 3 , and in general, the problem must be mappable to a ray tracing problem without introducing significant overhead. In the previous example of the radius point queries [1], the authors observed that a fixed radius point query over a set of particles could be reformulated as a ray-tracing problem by using Ray-traced point containment queries.…”
Section: Department Headmentioning
confidence: 99%
See 1 more Smart Citation
“…Reformulating one's algorithm is, of course, not always possible or efficient. For example, the problem domain must be embeddable in R 3 , and in general, the problem must be mappable to a ray tracing problem without introducing significant overhead. In the previous example of the radius point queries [1], the authors observed that a fixed radius point query over a set of particles could be reformulated as a ray-tracing problem by using Ray-traced point containment queries.…”
Section: Department Headmentioning
confidence: 99%
“…Point containment queries with RT cores have been proposed by several researchers, including the aforementioned force-directed graph drawing algorithm by Zellmann et al [1]. Even more closely related to our approach is the work by Morrical et al [3] who used point containment queries to evaluate the particle density at arbitrary sampling positions x ∈ R 3 given an underlying unstructured grid representation with finite ele-ments such as tetrahedra or hexahedra.…”
Section: Point Containment Queries With Nvidia Rtx and Optixmentioning
confidence: 99%
“…In its hierarchical form, it allows to efficiently bound the per-pixel rendering complexity by choosing the prefiltered scale proportionally to the pixel's footprint. The rendering of a volumetric representations can be accelerated by using sparse data structures [Crassin et al 2009] and empty space skipping [Hadwiger et al 2018;Morrical et al 2019]. Beyer et al [2015] provide an overview of efficient GPU volume rendering techniques used in scientific visualization.…”
Section: Related Workmentioning
confidence: 99%
“…In prior works, strategies for optimal sampling in screen-space have been proposed, for instance, based on perceptual models [4], image saliency maps [39], entropy-based measures [56], temporal history [29], or using neural networks [53,54]. Other approaches adaptively change the sampling stepsize along the view rays to reduce the number of samples in regions that do not contribute much to the image [6,9,23,32]. DiffDVR's capability to compute gradients with respect to the stepsize gives rise to a gradientbased adaptation using image-based loss functions instead of gradientfree optimizations or heuristics.…”
Section: Related Workmentioning
confidence: 99%